/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Highlord_Omokk
 SD%Complete: 100
 SDComment:
 SDCategory: Blackrock Spire
 EndScriptData */

#include "ScriptPCH.h"

#define SPELL_WARSTOMP          24375
#define SPELL_CLEAVE            15579
#define SPELL_STRIKE            18368
#define SPELL_REND              18106
#define SPELL_SUNDERARMOR       24317
#define SPELL_KNOCKAWAY         20686
#define SPELL_SLOW              22356

class boss_highlord_omokk: public CreatureScript {
public:
    boss_highlord_omokk() :
            CreatureScript("boss_highlord_omokk") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_highlordomokkAI(pCreature);
    }

    struct boss_highlordomokkAI: public ScriptedAI {
        boss_highlordomokkAI(Creature *c) :
                ScriptedAI(c) {
        }

        uint32 WarStomp_Timer;
        uint32 Cleave_Timer;
        uint32 Strike_Timer;
        uint32 Rend_Timer;
        uint32 SunderArmor_Timer;
        uint32 KnockAway_Timer;
        uint32 Slow_Timer;

        void Reset() {
            WarStomp_Timer = 15000;
            Cleave_Timer = 6000;
            Strike_Timer = 10000;
            Rend_Timer = 14000;
            SunderArmor_Timer = 2000;
            KnockAway_Timer = 18000;
            Slow_Timer = 24000;
        }

        void EnterCombat(Unit * /*who*/) {
        }

        void UpdateAI(const uint32 diff) {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            //WarStomp_Timer
            if (WarStomp_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_WARSTOMP);
                WarStomp_Timer = 14000;
            } else
                WarStomp_Timer -= diff;

            //Cleave_Timer
            if (Cleave_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_CLEAVE);
                Cleave_Timer = 8000;
            } else
                Cleave_Timer -= diff;

            //Strike_Timer
            if (Strike_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_STRIKE);
                Strike_Timer = 10000;
            } else
                Strike_Timer -= diff;

            //Rend_Timer
            if (Rend_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_REND);
                Rend_Timer = 18000;
            } else
                Rend_Timer -= diff;

            //SunderArmor_Timer
            if (SunderArmor_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_SUNDERARMOR);
                SunderArmor_Timer = 25000;
            } else
                SunderArmor_Timer -= diff;

            //KnockAway_Timer
            if (KnockAway_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_KNOCKAWAY);
                KnockAway_Timer = 12000;
            } else
                KnockAway_Timer -= diff;

            //Slow_Timer
            if (Slow_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_SLOW);
                Slow_Timer = 18000;
            } else
                Slow_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_highlordomokk() {
    new boss_highlord_omokk();
}
